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https://github.com/GTAmodding/re3.git
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shadow fixes
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4b614333c6
commit
90689a1717
@ -458,7 +458,7 @@ CShadows::StoreShadowForCar(CAutomobile *pCar)
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if ( CTimeCycle::GetShadowStrength() != 0 )
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if ( CTimeCycle::GetShadowStrength() != 0 )
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{
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{
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CVector CarPos = pCar->GetPosition();
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CVector CarPos = pCar->GetPosition();
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float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr();
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float fDistToCamSqr = (CarPos - TheCamera.GetPosition()).MagnitudeSqr2D();
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if ( CCutsceneMgr::IsRunning() )
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if ( CCutsceneMgr::IsRunning() )
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fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
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fDistToCamSqr /= SQR(TheCamera.LODDistMultiplier) * 4.0f;
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@ -1578,40 +1578,41 @@ CStaticShadow::Free(void)
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void
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void
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CShadows::CalcPedShadowValues(CVector vecLightDir,
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CShadows::CalcPedShadowValues(CVector vecLightDir,
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float *pfDisplacementX, float *pfDisplacementY,
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float *pfFrontX, float *pfFrontY,
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float *pfFrontX, float *pfFrontY,
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float *pfSideX, float *pfSideY)
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float *pfSideX, float *pfSideY,
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float *pfDisplacementX, float *pfDisplacementY)
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{
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{
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ASSERT(pfDisplacementX != NULL);
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ASSERT(pfFrontX != nil);
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ASSERT(pfDisplacementY != NULL);
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ASSERT(pfFrontY != nil);
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ASSERT(pfFrontX != NULL);
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ASSERT(pfSideX != nil);
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ASSERT(pfFrontY != NULL);
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ASSERT(pfSideY != nil);
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ASSERT(pfSideX != NULL);
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ASSERT(pfDisplacementX != nil);
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ASSERT(pfSideY != NULL);
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ASSERT(pfDisplacementY != nil);
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*pfFrontX = -vecLightDir.x;
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*pfFrontY = -vecLightDir.y;
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float fDist = Sqrt(*pfFrontY * *pfFrontY + *pfFrontX * *pfFrontX);
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float fMult = (fDist + 1.0f) / fDist;
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*pfFrontX *= fMult;
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*pfFrontY *= fMult;
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*pfSideX = -vecLightDir.y / fDist;
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*pfSideY = vecLightDir.x / fDist;
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*pfDisplacementX = -vecLightDir.x;
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*pfDisplacementX = -vecLightDir.x;
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*pfDisplacementY = -vecLightDir.y;
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*pfDisplacementY = -vecLightDir.y;
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float fDist = Sqrt(*pfDisplacementY * *pfDisplacementY + *pfDisplacementX * *pfDisplacementX);
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float fMult = (fDist + 1.0f) / fDist;
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*pfDisplacementX *= fMult;
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*pfDisplacementY *= fMult;
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*pfFrontX = -vecLightDir.y / fDist;
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*pfFrontY = vecLightDir.x / fDist;
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*pfSideX = -vecLightDir.x;
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*pfSideY = -vecLightDir.y;
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*pfDisplacementX /= 2;
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*pfDisplacementY /= 2;
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*pfFrontX /= 2;
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*pfFrontX /= 2;
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*pfFrontY /= 2;
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*pfFrontY /= 2;
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*pfSideX /= 2;
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*pfSideX /= 2;
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*pfSideY /= 2;
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*pfSideY /= 2;
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*pfDisplacementX /= 2;
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*pfDisplacementY /= 2;
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}
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}
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void
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void
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@ -1656,22 +1657,22 @@ CShadows::RenderExtraPlayerShadows(void)
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vecLight.y *= fInv;
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vecLight.y *= fInv;
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vecLight.z *= fInv;
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vecLight.z *= fInv;
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float fDisplacementX, fDisplacementY, fFrontX, fFrontY, fSideX, fSideY;
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float fFrontX, fFrontY, fSideX, fSideY, fDisplacementX, fDisplacementY;
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CalcPedShadowValues(vecLight,
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CalcPedShadowValues(vecLight,
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&fDisplacementX, &fDisplacementY,
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&fFrontX, &fFrontY,
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&fFrontX, &fFrontY,
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&fSideX, &fSideY,
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&fSideX, &fSideY);
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&fDisplacementX, &fDisplacementY);
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CVector shadowPos = FindPlayerCoors();
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CVector shadowPos = FindPlayerCoors();
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shadowPos.x += fSideX;
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shadowPos.x += fDisplacementX;
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shadowPos.y += fSideY;
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shadowPos.y += fDisplacementY;
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, &shadowPos,
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fDisplacementX, fDisplacementY,
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fFrontX, fFrontY,
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fFrontX, fFrontY,
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fSideX, fSideY,
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nColorStrength, 0, 0, 0,
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nColorStrength, 0, 0, 0,
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4.0f, false, 1.0f);
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4.0f, false, 1.0f);
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}
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}
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@ -1768,7 +1769,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
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{
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{
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ASSERT(pPosn != NULL);
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ASSERT(pPosn != NULL);
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C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
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C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
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0, 128, 255, 128,
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0, 128, 255, 128,
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2048, 0.2f, 0);
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2048, 0.2f, 0);
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}
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}
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@ -128,21 +128,12 @@ class CPed;
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class CShadows
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class CShadows
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{
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{
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public:
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public:
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#if 1
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static int16 ShadowsStoredToBeRendered;
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static int16 ShadowsStoredToBeRendered;
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static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
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static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
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static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
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static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
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static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
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static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
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static CPolyBunch *pEmptyBunchList;
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static CPolyBunch *pEmptyBunchList;
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static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
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static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
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#else
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static int16 &ShadowsStoredToBeRendered;
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static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
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static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
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static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
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static CPolyBunch *&pEmptyBunchList;
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static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
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#endif
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static void Init (void);
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static void Init (void);
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static void Shutdown (void);
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static void Shutdown (void);
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@ -166,7 +157,7 @@ public:
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void UpdateStaticShadows (void);
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static void UpdateStaticShadows (void);
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static void UpdatePermanentShadows (void);
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static void UpdatePermanentShadows (void);
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static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
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static void CalcPedShadowValues (CVector vecLightDir, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY, float *pfDisplacementX, float *pfDisplacementY);
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static void RenderExtraPlayerShadows (void);
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static void RenderExtraPlayerShadows (void);
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static void TidyUpShadows (void);
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static void TidyUpShadows (void);
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static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
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static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
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